// pixelshader.hlsl

struct PixelShaderInput {
    float4 pos : SV_POSITION;
	float2 tex : TEXCOORD;
};

SamplerState defaultSampler : register(s0);
Texture2D diffuse : register(t0);

float4 main(PixelShaderInput input) : SV_TARGET {
	float4 texel = diffuse.Sample(defaultSampler,input.tex);

	if (texel.a < 0.1)
	{
		discard;
	}
	
	return texel;
};